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| Topics |
Author |
Replies |
Views |
Last post |
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New paper, with some ideas for improving shadow maps
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zoombapup |
2 |
159 |
09.08.2010, 20:11
Siavash
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Real-time lens blur
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DarkAngel |
2 |
139 |
19.07.2010, 22:56
marciano
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Efficient sprite->3D extrusion?
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johannes |
7 |
225 |
25.06.2010, 16:35
johannes
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Project Ninja Star, shaderrs
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devsh |
0 |
234 |
10.05.2010, 19:53
devsh
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Inferred lighting
[ Go to page: 1, 2 ]
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l0calh05t |
24 |
1735 |
10.03.2010, 22:57
devsh
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Tile-Based rendering GPU and the ideal rendering pipeline
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MistaED |
4 |
494 |
07.02.2010, 12:24
zoombapup
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Geometry Shaders
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Orm |
11 |
394 |
17.01.2010, 18:30
swiftcoder
|
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Faking SSAO
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swiftcoder |
9 |
3578 |
27.09.2009, 00:59
Orm
|
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"Bindless Graphics" extension
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DarkAngel |
2 |
591 |
06.05.2009, 08:36
DarkAngel
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Choosing a shadow map bias
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DarkAngel |
2 |
670 |
03.03.2009, 13:25
marciano
|
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Deferred Shadow Maps
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swiftcoder |
3 |
1503 |
03.02.2009, 10:00
marciano
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Advances in Real-Time Rendering in 3D Graphics and Games
|
reiko |
2 |
1372 |
16.08.2008, 22:03
marciano
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Relaxed Cone Stepping for Relief Mapping
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g-l-u-k |
4 |
1575 |
31.07.2008, 03:33
DarkAngel
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Particles and defered shading
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lachlanmcdowall |
1 |
747 |
23.07.2008, 23:24
marciano
|
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writing shaders
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maninalift |
4 |
1022 |
23.07.2008, 22:24
Volker
|
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Texture generation
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cantele |
6 |
937 |
10.07.2008, 13:40
cantele
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Ideas for realtime ambient lighting
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DarkAngel |
4 |
1183 |
22.05.2008, 12:11
DarkAngel
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edge shading
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maninalift |
3 |
786 |
27.04.2008, 18:18
AcidFaucet
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Screen Space Water
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DarkAngel |
7 |
2506 |
15.04.2008, 22:06
maninalift
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Hybrid Deferred Rendering techniques
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DarkAngel |
3 |
1590 |
18.03.2008, 06:02
AcidFaucet
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Rayleigh Scattering and procedural Day/Night Transitions
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DragonRift |
2 |
1315 |
06.01.2008, 22:55
AcidFaucet
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Pseudo Instanting in OpenGL
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g-l-u-k |
0 |
1226 |
04.12.2007, 08:06
g-l-u-k
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Better Anti-Aliasing for Deferred Rendering
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DarkAngel |
3 |
2155 |
01.12.2007, 14:22
marciano
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